Dead Or Alive 5 E3 Build Experience

grap3fruitman

Well-Known Member
Standard Donor
Color-coded frame data actually.
Bought!

I kind of snickered at how often the better players were PB SS-canceling at E3.
The little dances they were doing too.

All I'm saying that from now till production its only tweaks and bug fixes ... The game is done.
I think it's just your delivery that's making it seem like you're saying something else. The game isn't "done." Are they adding in any new content at this point? No. Are they trying to get all the content they've planned working great? Yeah. That's hardly "done."
 

AKNova7

Active Member
Now immediate logic would tell TN that the safest thing to do in this life-or-death situation is to go with the casual approach because more evidence points to that making the game at least passable on the market. The recent critical flop of NG3 is also giving them stern warning signs that the casual player alone can't be the only person the game is marketed towards.

So they are between a rock and a hard place here, and they are trying to find the right balance with every choice they make being a life-or-death decision for them.

And, of course, you have Manny filling their head with really contradictory (not to mention flatout bad) advice which isn't helping them reach any kind of consensus on what the hell they should be doing. At this point, if I was Shimbori-san, I'd be telling everyone here to fuck off and let me do my thing because its nearly impossible for anyone to discern what the right choice is in any given situation from the arguments that go on.

While that's true, and I'd probably do my own thing, we can't just let DOA fall into Manny's hands if he does not.

Is there any way that we could possibly create something formal and useful, as a community, that one of you competitive players here could give to Team Ninja to help guide them in the creation of the rest of the game, perhaps, just in case they continue to listen? A sort of community driven guideline of things to consider for the DOA game? I mean, I'm sure you guys are doing your best to tell them already, and quite a good job at that, but if we all put together some kind of list, it'll probably bring about better ideas from more perspectives.

Sure, Manny might be a rep, but then when after delivering it to them, you could add where it was all created as a reference, and at that point, it's just good business to listen to us. Manny is one person, no matter how much he knows. He's also one opinion. And we have many more opinions and money than he'll put on the game by himself.

If they're in a life or death business situation, then maybe all we need to do is make it financially intelligent to listen to us.
 

Allan Paris

Well-Known Member
Is there any way that we could possibly create something formal and useful, as a community, that one of you competitive players here could give to Team Ninja to help guide them in the creation of the rest of the game, perhaps, just in case they continue to listen? A sort of community driven guideline of things to consider for the DOA game? I mean, I'm sure you guys are doing your best to tell them already, and quite a good job at that, but if we all put together some kind of list, it'll probably bring about better ideas from more perspectives.

Already done. http://freestepdodge.com/threads/doa5-demo-consolidated-feedback.633/.

Some of the things have already been addressed that is listed in the OP. Some of it has not, this list is also fairly old. I don't believe it has been updated as of late. Also, I don't think this was passed onto TN.
 

daman077c

Active Member
Let him play TTT2 then. The game is pretty much the opposite of DOA in terms of philosophy especially since it promotes the rewarding of offense so much more than DOA. In other words, once you get a hit in, then you're allowed to get as many hits in as you can, provided you have the skill to do so (and also provides you the mechanics to do so, e.g. bound).

That's the main reason I haven't played Tekken heavily since Tekken 4; you play against say, a Bryan player, and if he's really good, he can launch, get 4 or 5 hits, then turn it into a ground juggle and get you for another 3 or 4 hits, all the while, you can't tech on landing. It's guaranteed damage, to the EXTREME level.

On the topic of holds and the stun system, and the fact that you can still low hold out of stun and make your opponent miss with a mid or high, what would you change then, Dogg? It seems the easiest fix would be to make it so mids hit, but that doesn't fix the issue with high attacks. Maybe low holds out of stun should lead to an unholdable stun animation if hit with an attack afterwards? I dunno, I'm just throwing that out there, but both seem like options, though both are highly unlikely to actually be made.
 

AKNova7

Active Member
Already done. http://freestepdodge.com/threads/doa5-demo-consolidated-feedback.633/.

Some of the things have already been addressed that is listed in the OP. Some of it has not, this list is also fairly old. I don't believe it has been updated as of late. Also, I don't think this was passed onto TN.

Oh boy. I see some serious trainwreck reading that list. Maybe that was because it looks like the list was started around Alpha Demo time, but, boy, I see so many problems being addressed after they've already been fixed by something it's almost hilarious.

I'd almost say there's a need for a refined version not only post E3, but something solid that represents the current state of the game, and some of the ideas we've come up with in this thread, because, as far as I'm concerned, we have a nice opinion differentiation here, and I think it all balances out to a very useful, plausable middle ground. Of course, like the other thread, anyone could join in if they see fit.
 

PhoenixVFIRE

Well-Known Member
That's the main reason I haven't played Tekken heavily since Tekken 4; you play against say, a Bryan player, and if he's really good, he can launch, get 4 or 5 hits, then turn it into a ground juggle and get you for another 3 or 4 hits, all the while, you can't tech on landing. It's guaranteed damage, to the EXTREME level.

On the topic of holds and the stun system, and the fact that you can still low hold out of stun and make your opponent miss with a mid or high, what would you change then, Dogg? It seems the easiest fix would be to make it so mids hit, but that doesn't fix the issue with high attacks. Maybe low holds out of stun should lead to an unholdable stun animation if hit with an attack afterwards? I dunno, I'm just throwing that out there, but both seem like options, though both are highly unlikely to actually be made.
Low holds don't beat mids only highs, but there was one suggestion that was made that honestly seems to be the only way which was: Make it so low holds, HOLD low, BUT you're still considered standing and can be hit high attacks, but not standing throws(or not I think? Idk) You can low grab them though. So...

Low Hold= Considered standing position, can be hit by high attacks, although considered standing you can low grab said opponent when he/she performs one.
 

Allan Paris

Well-Known Member
That will confuse the shit out of most people if not all. That animation would look like a mid hold. Which means I would have to guess whether or not if I can attack or grab my opponent, mid or low, low or mid.

With the game as is, the longer recovery on them should help punishing them a lot better. The active window being shorten also opens them up for mid attacks and of course grabbing them. Hopefully your mid attack launches/bounces if not, and you only extend the stun, you go right back into guessing whether your opponent holds or not.

Edit: On second thought, if they raised the hitbox on the low hold. Then yeah this could work.
 

AKNova7

Active Member
That will confuse the shit out of most people if not all. That animation would look like a mid hold. Which means I would have to guess whether or not if I can attack or grab my opponent, mid or low, low or mid.

With the game as is, the longer recovery on them should help punishing them a lot better. The active window being shorten also opens them up for mid attacks and of course grabbing them. Hopefully your mid attack launches/bounces if not, and you only extend the stun, you go right back into guessing whether your opponent holds or not.

Let me ask you this, then. What do you find the biggest clue to separating a high hold and a mid hold? As in what do you find the easiest way to tell the difference? I'm asking, because I have multiple ideas with how to fix this? Because, I'm serious, ducking highs with low holds is the stupidest thing I've ever seen in a fighting game ever.

In addition, why don't you just increase the height at which they hold low very slightly and then consider it NOT a Tech Crouch so it still looks like a low hold, but gets hit by highs?
 

Allan Paris

Well-Known Member
Let me ask you this, then. What do you find the biggest clue to separating a high hold and a mid hold? As in what do you find the easiest way to tell the difference? I'm asking, because I have multiple ideas with how to fix this? Because, I'm serious, ducking highs with low holds is the stupidest thing I've ever seen in a fighting game ever.

Personally, I can tell where they hold their hands. If the hands are near the head above shoulder level, high, In the chest/stomach, mid. I can watch them in mid fight pretty well. I do know not many can tell which is being thrown and TN has done well with these new hold animations, to me. You can tell now what is being thrown out there, without second guessing your attacks. This is coming from eyes though, the next man/woman may still have trouble.
 

Russian-chiropractic19

Well-Known Member
Standard Donor
Let me ask you this, then. What do you find the biggest clue to separating a high hold and a mid hold? As in what do you find the easiest way to tell the difference? I'm asking, because I have multiple ideas with how to fix this? Because, I'm serious, ducking highs with low holds is the stupidest thing I've ever seen in a fighting game ever.

its kinda common sense.your not going to be able to grab someone that low from standing and your not going to be able to hit someone that low with a high attack.the animations would look seriously retarded if you changed that
 

AKNova7

Active Member
Personally, I can tell where they hold their hands. If the hands are near the head above shoulder level, high, In the chest/stomach, mid. I can watch them in mid fight pretty well. I do know not many can tell which is being thrown and TN has done well with these new hold animations, to me. You can tell now what is being thrown out there, without second guessing your attacks. This is coming from eyes though, the next man/woman may still have trouble.

Alright, then, two suggestions here to start, though I have more.

I feel you could either:

A) Have the character lean slightly forward, and extend their hands downward, both palms up, with the hand placement being around the knee. This would be considered a standing movement, because they're just barely still in level to be hit by highs.

B) Have the same low animation, but have it not be considered a tech crouch.

Either would do, but ducking highs with low holds is even more guesswork for the attacker and one of the worst mechanics I've ever seen. And then it further unbalances the game because if you solve it with various recovery, it doesn't allow for the universal hold mechanic to be properly balanced, IMO.

It's kinda common sense.your not going to be able to grab someone that low from standing and your not going to be able to hit someone that low with a high attack.the animations would look seriously retarded if you changed that

It's also generally common sense that if you kick straight up you won't send someone flying 12 feet in the air, but it's added to make a good overall gameplay mechanic. Besides, the animation could be tweaked.
 

Allan Paris

Well-Known Member
Yeah there are plenty of ways of fixing the problem of them avoiding highs. The 2 suggestions you gave, fine, I like A over B, but both could fix the problem.

Raising the hitbox on the low could work, but that would look funny because someone crouching would immediately be stood up. So I wouldn't raise the hitbox on them as low as there now, for aesthetic value.

What are the other suggestions you have?
 

AKNova7

Active Member
Yeah there are plenty of ways of fixing the problem of them avoiding highs. The 2 suggestions you gave, fine, I like A over B, but both could fix the problem.

Raising the hitbox on the low could work, but that would look funny because someone crouching would immediately be stood up. So I wouldn't raise the hitbox on them as low as there now, for aesthetic value.

What are the other suggestions you have?

My other way to possibly fix this problem about which hold is which is that instead of having very different animations by levels to differentiate the hold, there could be something else that differentiates the hold. Now, I don't think this is as good of a suggestion for DOA, because it clashes with the look of the game, but there could be various ways to do this. Longer recovery and corner text under the lifebar, color flash, however, I like both of my first two suggestions better, because telling you what hold was thrown after it was thrown in the corner, while useful, would be slow because you have to move your eyes. Also, color flash, while also useful, clashes with how the game seems to be set up, because there's no color coating aesthetic used in the game in the first place.

Though, anything, and I mean anything is better than leaving it the way it is now. lol.
 

AKNova7

Active Member
Umm... yeah... you can keep this one. For sure. This sounds ugly.

Which is why I gave them to you in tiers, lol. Best ideas first on the solutions. When I give ideas in two parts like that, most of the time my best ideas in my opinion come first, unless I just hadn't thought of something at the time I mentioned it. #1 is definitely the one to go with as far as I'm concerned for this issue. The other ideas were just to do something, not something that would both be functional and look good.
 

MajesticBlue

Active Member
Since low holds avoid 2 hit levels the most logical answer is they need to have at least double the recovery frames.(Maybe half the active frames?) Enough time that you can use a low throw or normal hit launcher if you see them wiff it. Also I can't remember if this was in a discussion or actually in the game. If a hold has recovery frames and they get reset they shouldn't be allowed to hold until the initial recovery is done.

I have a feeling that Iam on the extreme end of the spectrum when it comes to holds. If high and mid holds had 30 recovery frames and lows 50 or 60 that would be a pretty big risk. Holding would have to be a pretty big commitment. At one point there was talk of adding startup frames but that would just make everything after a safe move counter or hi counter. So imo adding to the recovery makes more sense. (My numbers are exaggerated. Truth be told it was just an idea I wanted to throw out there.)

Edit: I found a loophole in this logic to some extent. If recovery was that high then after a reset you could get a launcher every time. It is another overkill option. As far as I know the holds already have more recovery frames. So maybe lows just need to be a little bit recovery to even things out? Balancing games is harder then you would think hahahah.

Successfully overthought another situation it seems.
 

Cadaveri

Well-Known Member
not sure if this gameplay was posted earlier. The guys in this are pretty clueless though lol

but any "new" footage is all good ^^

 

MASTER

Well-Known Member
Standard Donor
CB isn't any more risky than a launcher.

DOAD was never tested in tournament play. I won't say it's a good or bad system, but there's no reason to remove CB just because you want them to add the DOAD system.

Let me answer or address each of your statements here Bryan.

Ok some people, your self included, have said that CB's don't need to leave if DOAD's system is implemented. All im saying is that it feels unnecessary when you have a system like DOAD's. The more i think of it though, that's fine because if DOAD's system is in DOA5 then you can keep CB's in the game but no one at high level will use them. DOAD's system is just that good in comparison to the CB situations you are stating.

90% of the time you stun someone in DOA, it's going to be CH or better. And the 35F counterhold is still too much, but that's not a fight I'm willing to have at this point.
You are saying that 90% of the stuns you get from DOA are CH or better correct? Thats what makes DOAD's system great. You are rewarded for those hit, throw and hold statuses. Ayane in DOA5 currently has a hold that grants her NOTHING but with DOAD's system, depending on what hold status she got, she would get an actual attack for free and also get the CH revision on top of the launch height.

Every character can CB in 3 hits or less. Most characters can CB in two hits. A good number of characters can use a sit down stun on the second hit, then CB on the 3rd. In most of the stated situations, the opponent only has one chance to stop the combo. Ideally, they wouldn't have any chance once they're been hit, but again... that's not a fight I'm going to take on at this point.

All characters in 3 moves or less? I clearly remember Hitomi and Hayabusa not being able to do that. What set ups are you using for them and are they as good as everyone else's? probably not. In other words even if those characters could go into CB's in 3 moves or less, the set ups aren't that good when compared to kasumi's and Bayman. Even their setups aren't that great TBH but their better than most. Which means the opponent still has 2 to 3 chances to hold or shake out of the stun or set up. Now you could just CH stun and launch like in DOA4 so they only have 1 chance to hold you and although that works, the launch is minimal and not all characters can take advantage of a low launch. If DOAD's system is in there and you use that 1 chance launch situation then you are rewarded with essentially max launch height which everyone can take advantage of and there was only 1 chance to stop you.

I suggest you learn the CB system better before commenting on it. You seem to lack a complete understanding of how it works.

I don't lack an understanding on how CB's work. You can use the CB move twice to go into the deep stun or stun your opponent several times and use the CB move at the end of the stun threshold to go into the CB animation. Has that changed since the E3 build? What did I miss?

No, no, no, no, no! Doing that turns CBs into the DOA4 stun game. I can't believe you'd even offer this as a possible solution. The rest of your post I can deal with, but this portion just shows me how little you know about what makes a good competitive fighter.

Hold on, you are saying that only having one move for CB is better than have 2 or maybe 3? How does this change the game into DOA4's stun system when these moves are made to avoid that system in the first place? Listen if you want to have only ONE option to go into CB stun that's fine by me just stick DOAD's mechanics in there because CB's don't have guaranteed set ups. Im trying to give you at least one other option to go into the CB stun that some of you claim to love so much but yet that idea sounds completely terrible, wow.

I'd rather have frame advantage than a stun. You can't counter out of frame advantage, you can counter out of a stun.
OK but there isn't any move in DOA that gives you that much advantage on hit that keeps you from holding. Which is why i said what i said. only exceptions are currently the sit down stuns which I believe the majority of the cast gets at least one quick follow up and usually that's after a previous initial stun.

You should learn how to properly use frame advantage. You'd rather give people the opportunity to use a counterhold instead of taking your frame advantage. Play a 3D fighter other than DOA and then come back and analyze what you've said here. It sounds ridiculous.
To you it may sound ridiculous but again you are not understanding that there isnt any move in DOA that is relatively fast that causes frame advantage passed 5 frames on hit (that isn't a stun) which means they can still hold anyway. Go read my post again so you can understand better.

I'm deadly serious when I say that I would not play DOA5 if Team Ninja listens to you. What you're asking for is DOA4.2 and that's simply not acceptable. I want DOA5 to have a healthy tournament life, and your vision of DOA5 will result in a repeat of DOA4... at best.
That's a lie because I don't want another DOA4, however just because I don't agree with you shouldn't automatically mean i want DOA4.2.3.4. Then again several people that don't agree with you here have told me that they have been labeled as DOA4 fans or put on ignore. DOA5 is going to have a healthier tournament life based on the changes already in there and there is no way it will ever be like DOA4 and that's obviously a good thing.

--

Only 1 stun needs to be achieved. Then the move that causes the CB needs to be done twice in a row once you are stunned (considering that you didn't force a sit-down stun). Then that's murder she wrote. If player lets that happen to them constantly, then so be it. Good players on the other hand, will make their opponent add a lot of finesse to their CB game. This is where the highly fearful mix up game comes into play. Do I go for the guaranteed killer or do I give you a chance to breathe (holding my launcher)?

Why do you want to avoid real guaranteed situations. Can you answer me that?
Let me answer your question real quick and then breakdown the situation you are stating. Im not avoiding guaranteed situations, I'm actually giving them to you on a silver platter but you choose to ignore me or not understand clearly what I'm saying because of your lack of knowledge in DOAD and DOA5.

Only 1 stun needs to be achieved. Then the move that causes the CB needs to be done twice in a row once you are stunned (considering that you didn't force a sit-down stun). Then that's murder she wrote.

Here is the breakdown of your set up. You have your initial stun like you stated, rather it be through NH, CH or whatnot, and then you have to do the CB move twice correct? So let me get this straight, you stun them once and now they have an opportunity to hold you but lets go ahead and say you are successful with the follow up. Which in this case is the first CB move but now they are stunned again and can of course hold you again. Of course at this point you try to go for your 2nd CB move because the game is going to give you the CB Stun but the point still remains that you have 2 opportunities to stop the combo in this set up NOT one like you stated.

This also applies to the sit down stun AP. You can shake out of the sit down stun and block the CB move. If you can shake and block the CB move, guess what that also means? You can shake and hold the CB move still giving you 2 chances to hold/block in THIS particular set up and not all characters have those. This essentially means it may be even harder for them to get CB.

Again in DOAD if you CH or HCH someone and launch then your height is essentially max height where as in DOA4 and currently in DOA5 it forces you to play the stun game to get a better launch. My set up of stunning someone and then launching your opponent really high with a 15frame mid-K,mid-P or High attack for great damage only offers 1 opportunity to get out. Not to mention that my set of moves will be faster than the CB move itself which also makes it harder to read. The beauty of this mechanic is that it also rewards good throw setups and Holding set ups that gave you guaranteed follow ups without losing any damage revision. (This is a similar system DOA2 and DOA3 used BTW and I know a lot of you love those games)

For someone that doesn't want to jump out of a window for one guy talking about something that is definitely good for the game, i find it interesting that you would easily do it for someone else. Especially since you haven't tested what that person is saying either.

I was with you until about here. He expressed to Team Ninja something to think about, his difference in opinion. He's pushing for something he believes, he shouldn't automatically agree with the others because they're the majority. I'm not saying in THIS example, but one, the majority isn't always correct.
Exactly, and trust me they are taking in thoughts from everyone everywhere including here, DOAW and TKP. Thank you Team Ninja for checking everywhere!


And because it's coming from his mouth. He knows how to thrive in a random environment (which is pretty much what he was given at E3 with the lack of experience we all had fyi) and this would be beneficial to him personally and very few others. Some people have a gift for that kind of terrible gameplay, most people don't. He said himself that he can't stand seeing the same move twice, that should tell you all you need to know about his priorities when it comes to making a game solid vs random
Its not necessarily that i dont like seeing the same move twice Erik. You misunderstood me. Its more of the fact that you are rewarded for using the CB move twice (with a Powerblow) and that goes against the core mechanics of DOA.
What's interesting is that Manny didn't post the article here at first. Instead he posted it on TKP and DOAW. No one is discussing it on TKP so he hasn't said anything there. However, it's gotten a handful of responses on DOAW, to which he's responded multiple times.

Here, he has not responded in what... two days? He knows we have way more competitive knowledge than a majority of the people on DOAW, so he's avoiding us. He doesn't want Team Ninja to see that his opinion is not favored by most of the competitive scene. He's sneaky, I'll give him that much.

You find it interesting that I posted on all DOA websites? um.. ok. I responded to DOAW posts because they were simple answers and/or discussions that allowed me to respond with the time i had at the moment (not to mention there was a holiday one of those days and i wasn't home any time after noon but why am I having to explain when or why i post again? You over assume too much and come up with the most random conclusions). I'm posting here now since i actually have more time to answer, but It's nice to know you keep up with everything I do and inform everyone else by saying its sneaky ;). I posted it openly to the public, yeah I'm REAL SNEAKY *BIG WINK*.

I should know very soon here whether or not Team Ninja is listening to Manny more so than the rest of us. I won't be able to provide any real details, but hopefully what little I'll actually be able to say will be good news. ^_^

Again Team Ninja doesnt listen to just one person :rolleyes:. They are taking everything in from everyone and deciding what makes sense to the game and franchise. I give my input no different than you do. Obviously they have adjusted the game from some of the major gripes the community has had as a whole, which ALREADY changes the game dramatically (Wall game/bounce, holding Frames, unshakable stuns etc.)

I can't wait to see the final product myself. So many things I want to test out :).

EDIT:
BTW everyone Powerblows give you a wall bounce on stages like Boxing rings or ropes. I will discuss more in my Tag Team Article when i post it up. I just wanted to bring that up since no one has talked about it yet and im sure a lot of you can start thinking of crazy follow ups to the PB's that bounce of the walls (Not every character can do this). Also good portion of the cast that hits you with down punch is now + frames. sometimes +1 or +2 depending on the character.

MASTER
:hayabusa:
 
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